1 /* Copyright (c) 2006-2019. The SimGrid Team. All rights reserved. */
3 /* This program is free software; you can redistribute it and/or modify it
4 * under the terms of the license (GNU LGPL) which comes with this package. */
6 #ifndef SIMGRID_S4U_ACTOR_HPP
7 #define SIMGRID_S4U_ACTOR_HPP
9 #include <simgrid/forward.h>
11 #include <simgrid/chrono.hpp>
12 #include <xbt/Extendable.hpp>
13 #include <xbt/functional.hpp>
14 #include <xbt/signal.hpp>
15 #include <xbt/string.hpp>
18 #include <map> // deprecated wrappers
19 #include <unordered_map>
24 /** \beginrst An actor is an independent stream of execution in your distributed application.
25 * It is located on a (simulated) :cpp:class:`host <simgrid::s4u::Host>`, but can interact
26 * with the whole simulated platform.
28 * You can think of an actor as a process in your distributed application, or as a thread in a multithreaded program.
29 * This is the only component in SimGrid that actually does something on its own, executing its own code.
30 * A resource will not get used if you don't schedule activities on them. This is the code of Actors that create and
31 * schedule these activities. Please refer to the :ref:`examples <s4u_ex_actors>` for more information.
33 * This API is strongly inspired from the C++11 threads.
34 * The `documentation of this standard <http://en.cppreference.com/w/cpp/thread>`_
35 * may help to understand the philosophy of the SimGrid actors.
38 class XBT_PUBLIC Actor : public xbt::Extendable<Actor> {
42 friend kernel::actor::ActorImpl;
43 friend kernel::activity::MailboxImpl;
45 kernel::actor::ActorImpl* const pimpl_;
48 explicit Actor(smx_actor_t pimpl) : pimpl_(pimpl) {}
52 // ***** No copy *****
53 Actor(Actor const&) = delete;
54 Actor& operator=(Actor const&) = delete;
56 // ***** Reference count *****
57 friend XBT_PUBLIC void intrusive_ptr_add_ref(Actor * actor);
58 friend XBT_PUBLIC void intrusive_ptr_release(Actor * actor);
60 /** Retrieve the amount of references on that object. Useful to debug the automatic refcounting */
63 // ***** Actor creation *****
64 /** Retrieve a reference to myself */
67 /** Fired when a new actor has been created **/
68 static xbt::signal<void(Actor&)> on_creation;
69 /** Signal to others that an actor has been suspended**/
70 static xbt::signal<void(Actor const&)> on_suspend;
71 /** Signal to others that an actor has been resumed **/
72 static xbt::signal<void(Actor const&)> on_resume;
73 /** Signal to others that an actor is sleeping **/
74 static xbt::signal<void(Actor const&)> on_sleep;
75 /** Signal to others that an actor wakes up for a sleep **/
76 static xbt::signal<void(Actor const&)> on_wake_up;
77 /** Signal to others that an actor is going to migrated to another host**/
78 static xbt::signal<void(Actor const&)> on_migration_start;
79 /** Signal to others that an actor is has been migrated to another host **/
80 static xbt::signal<void(Actor const&)> on_migration_end;
81 /** Signal indicating that an actor terminated its code.
82 * The actor may continue to exist if it is still referenced in the simulation, but it's not active anymore.
83 * If you want to free extra data when the actor's destructor is called, use Actor::on_destruction.
84 * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
85 static xbt::signal<void(Actor const&)> on_termination;
86 /** Signal indicating that an actor is about to disappear (its destructor was called).
87 * This signal is fired for any destructed actor, which is mostly useful when designing plugins and extensions.
88 * If you want to react to the end of the actor's code, use Actor::on_termination instead.
89 * If you want to register to the termination of a given actor, use this_actor::on_exit() instead.*/
90 static xbt::signal<void(Actor const&)> on_destruction;
92 /** Create an actor from a std::function<void()>.
93 * If the actor is restarted, it gets a fresh copy of the function. */
94 static ActorPtr create(const std::string& name, s4u::Host* host, const std::function<void()>& code);
95 /** Create an actor, but don't start it yet.
97 * This is usefull to set some properties or extension before actually starting it */
98 static ActorPtr init(const std::string& name, s4u::Host* host);
99 /** Start a previously initialized actor */
100 ActorPtr start(const std::function<void()>& code);
102 /** Create an actor from a callable thing. */
103 template <class F> static ActorPtr create(const std::string& name, s4u::Host* host, F code)
105 return create(name, host, std::function<void()>(std::move(code)));
108 /** Create an actor using a callable thing and its arguments.
110 * Note that the arguments will be copied, so move-only parameters are forbidden */
111 template <class F, class... Args,
112 // This constructor is enabled only if the call code(args...) is valid:
113 typename = typename std::result_of<F(Args...)>::type>
114 static ActorPtr create(const std::string& name, s4u::Host* host, F code, Args... args)
116 return create(name, host, std::bind(std::move(code), std::move(args)...));
119 /** Create actor from function name and a vector of strings as arguments. */
120 static ActorPtr create(const std::string& name, s4u::Host* host, const std::string& function,
121 std::vector<std::string> args);
123 // ***** Methods *****
124 /** This actor will be automatically terminated when the last non-daemon actor finishes **/
127 /** Returns whether or not this actor has been daemonized or not **/
128 bool is_daemon() const;
130 /** Retrieves the name of that actor as a C++ string */
131 const simgrid::xbt::string& get_name() const;
132 /** Retrieves the name of that actor as a C string */
133 const char* get_cname() const;
134 /** Retrieves the host on which that actor is running */
135 Host* get_host() const;
136 /** Retrieves the actor ID of that actor */
137 aid_t get_pid() const;
138 /** Retrieves the actor ID of that actor's creator */
139 aid_t get_ppid() const;
141 /** Suspend an actor, that is blocked until resumeed by another actor */
144 /** Resume an actor that was previously suspended */
147 /** Returns true if the actor is suspended. */
150 /** If set to true, the actor will automatically restart when its host reboots */
151 void set_auto_restart(bool autorestart);
153 /** Add a function to the list of "on_exit" functions for the current actor. The on_exit functions are the functions
154 * executed when your actor is killed. You should use them to free the data used by your actor.
156 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
157 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
158 * blocking functions forbidden in this setting, but also modifications to the global state.
160 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
161 * It will be set to true if the actor was killed or failed because of an exception,
162 * while it will remain to false if the actor terminated gracefully.
164 void on_exit(const std::function<void(bool /*failed*/)>& fun) const;
166 /** Sets the time at which that actor should be killed */
167 void set_kill_time(double time);
168 /** Retrieves the time at which that actor will be killed (or -1 if not set) */
169 double get_kill_time();
171 /** @brief Moves the actor to another host
173 * If the actor is currently blocked on an execution activity, the activity is also
174 * migrated to the new host. If it's blocked on another kind of activity, an error is
175 * raised as the mandated code is not written yet. Please report that bug if you need it.
177 * Asynchronous activities started by the actor are not migrated automatically, so you have
178 * to take care of this yourself (only you knows which ones should be migrated).
180 void migrate(Host * new_host);
182 /** Ask the actor to die.
184 * Any blocking activity will be canceled, and it will be rescheduled to free its memory.
185 * Being killed is not something that actors can defer or avoid.
189 /** Retrieves the actor that have the given PID (or nullptr if not existing) */
190 static ActorPtr by_pid(aid_t pid);
192 /** Wait for the actor to finish.
194 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
195 * blocked until bob terminates.
199 /** Wait for the actor to finish, or for the timeout to elapse.
201 * Blocks the calling actor until the joined actor is terminated. If actor alice executes bob.join(), then alice is
202 * blocked until bob terminates.
204 void join(double timeout);
205 /** Kill that actor and restart it from start. */
208 /** Kill all actors (but the issuer). Being killed is not something that actors can delay or avoid. */
209 static void kill_all();
211 /** Returns the internal implementation of this actor */
212 kernel::actor::ActorImpl* get_impl() const { return pimpl_; }
214 /** Retrieve the property value (or nullptr if not set) */
215 const std::unordered_map<std::string, std::string>*
216 get_properties() const; // FIXME: do not export the map, but only the keys or something
217 const char* get_property(const std::string& key) const;
218 void set_property(const std::string& key, const std::string& value);
222 * @brief Static methods working on the current actor (see @ref s4u::Actor) */
223 namespace this_actor {
225 XBT_PUBLIC bool is_maestro();
227 /** Block the current actor sleeping for that amount of seconds */
228 XBT_PUBLIC void sleep_for(double duration);
229 /** Block the current actor sleeping until the specified timestamp */
230 XBT_PUBLIC void sleep_until(double wakeup_time);
232 template <class Rep, class Period> inline void sleep_for(std::chrono::duration<Rep, Period> duration)
234 auto seconds = std::chrono::duration_cast<SimulationClockDuration>(duration);
235 this_actor::sleep_for(seconds.count());
238 template <class Duration> inline void sleep_until(const SimulationTimePoint<Duration>& wakeup_time)
240 auto timeout_native = std::chrono::time_point_cast<SimulationClockDuration>(wakeup_time);
241 this_actor::sleep_until(timeout_native.time_since_epoch().count());
244 /** Block the current actor, computing the given amount of flops */
245 XBT_PUBLIC void execute(double flop);
247 /** Block the current actor, computing the given amount of flops at the given priority.
248 * An execution of priority 2 computes twice as fast as an execution at priority 1. */
249 XBT_PUBLIC void execute(double flop, double priority);
252 * @example examples/s4u/exec-ptask/s4u-exec-ptask.cpp
255 /** Block the current actor until the built parallel execution terminates
258 * .. _API_s4u_parallel_execute:
260 * **Example of use:** `examples/s4u/exec-ptask/s4u-exec-ptask.cpp
261 * <https://framagit.org/simgrid/simgrid/tree/master/examples/s4u/exec-ptask/s4u-exec-ptask.cpp>`_
263 * Parallel executions convenient abstractions of parallel computational kernels that span over several machines,
264 * such as a PDGEM and the other ScaLAPACK routines. If you are interested in the effects of such parallel kernel
265 * on the platform (e.g. to schedule them wisely), there is no need to model them in all details of their internal
266 * execution and communications. It is much more convenient to model them as a single execution activity that spans
267 * over several hosts. This is exactly what s4u's Parallel Executions are.
269 * To build such an object, you need to provide a list of hosts that are involved in the parallel kernel (the
270 * actor's own host may or may not be in this list) and specify the amount of computations that should be done by
271 * each host, using a vector of flops amount. Then, you should specify the amount of data exchanged between each
272 * hosts during the parallel kernel. For that, a matrix of values is expected.
274 * It is OK to build a parallel execution without any computation and/or without any communication.
275 * Just pass an empty vector to the corresponding parameter.
277 * For example, if your list of hosts is ``[host0, host1]``, passing a vector ``[1000, 2000]`` as a `flops_amount`
278 * vector means that `host0` should compute 1000 flops while `host1` will compute 2000 flops. A matrix of
279 * communications' sizes of ``[0, 1, 2, 3]`` specifies the following data exchanges:
281 * +-----------+-------+------+
282 * |from \\ to | host0 | host1|
283 * +===========+=======+======+
285 * +-----------+-------+------+
287 * +-----------+-------+------+
289 * - From host0 to host0: 0 bytes are exchanged
290 * - From host0 to host1: 1 byte is exchanged
291 * - From host1 to host0: 2 bytes are exchanged
292 * - From host1 to host1: 3 bytes are exchanged
294 * In a parallel execution, all parts (all executions on each hosts, all communications) progress exactly at the
295 * same pace, so they all terminate at the exact same pace. If one part is slow because of a slow resource or
296 * because of contention, this slows down the parallel execution as a whole.
298 * These objects are somewhat surprising from a modeling point of view. For example, the unit of their speed is
299 * somewhere between flop/sec and byte/sec. Arbitrary parallel executions will simply not work with the usual platform
300 * models, and you must :ref:`use the ptask_L07 host model <options_model_select>` for that. Note that you can mix
301 * regular executions and communications with parallel executions, provided that the host model is ptask_L07.
305 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
306 const std::vector<double>& bytes_amounts);
308 /** Block the current actor until the built parallel execution completes, or until the timeout. */
309 XBT_PUBLIC void parallel_execute(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
310 const std::vector<double>& bytes_amounts, double timeout);
312 /** Initialize a sequential execution that must then be started manually */
313 XBT_PUBLIC ExecPtr exec_init(double flops_amounts);
314 /** Initialize a parallel execution that must then be started manually */
315 XBT_PUBLIC ExecPtr exec_init(const std::vector<s4u::Host*>& hosts, const std::vector<double>& flops_amounts,
316 const std::vector<double>& bytes_amounts);
318 XBT_PUBLIC ExecPtr exec_async(double flops_amounts);
320 /** @brief Returns the actor ID of the current actor. */
321 XBT_PUBLIC aid_t get_pid();
323 /** @brief Returns the ancestor's actor ID of the current actor. */
324 XBT_PUBLIC aid_t get_ppid();
326 /** @brief Returns the name of the current actor. */
327 XBT_PUBLIC std::string get_name();
328 /** @brief Returns the name of the current actor as a C string. */
329 XBT_PUBLIC const char* get_cname();
331 /** @brief Returns the name of the host on which the current actor is running. */
332 XBT_PUBLIC Host* get_host();
334 /** @brief Suspend the current actor, that is blocked until resume()ed by another actor. */
335 XBT_PUBLIC void suspend();
337 /** @brief Yield the current actor. */
338 XBT_PUBLIC void yield();
340 /** @brief Resume the current actor, that was suspend()ed previously. */
341 XBT_PUBLIC void resume();
343 /** @brief kill the current actor. */
344 XBT_PUBLIC void exit();
346 /** @brief Add a function to the list of "on_exit" functions of the current actor.
348 * The on_exit functions are the functions executed when your actor is killed. You should use them to free the data used
351 * Please note that functions registered in this signal cannot do any simcall themselves. It means that they cannot
352 * send or receive messages, acquire or release mutexes, nor even modify a host property or something. Not only are
353 * blocking functions forbidden in this setting, but also modifications to the global state.
355 * The parameter of on_exit's callbacks denotes whether or not the actor's execution failed.
356 * It will be set to true if the actor was killed or failed because of an exception,
357 * while it will remain to false if the actor terminated gracefully.
360 XBT_PUBLIC void on_exit(const std::function<void(bool)>& fun);
362 /** @brief Migrate the current actor to a new host. */
363 XBT_PUBLIC void migrate(Host* new_host);
369 }} // namespace simgrid::s4u
372 #endif /* SIMGRID_S4U_ACTOR_HPP */